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View Full Version : D&D 5e/Next Once more into the breech - The Inquisitor!



Theodoxus
2016-06-08, 10:52 PM
I finally had a chance (and because of a players desire, ambition) to revisit the Inquisitor presented here: The Inquisitor (http://www.giantitp.com/forums/showthread.php?370221-5e-Homebrew-The-Inquisitor)

So, with a bit of updating and a lot of reflection, I present The Inquisitor!

INQUISITOR
Draped in shadow, the Slayer watches his prey like an owl would; silent and deadly. At the opportune moment, he strikes, bringing the heathen to justice in the eyes of his god.
Standing tall and forthright, the Signifer leads her small bastion against the unholy minions of her rivals. With a mere flick of her fingers, a gout of flame erupts from her hand and the legion of enthralled men fall at her feet.
The Templar rode with his band of merry men, acting as their guide and protector. His plate armor gleamed with the unearthly light of mystical wards.
Grim and determined, the Inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although Inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.

FAVORED SOULS
Much like warlocks, Inquisitors are beholden to powerful entities. But unlike their arcane brethren, Inquisitors are held in high regard by deities. The gods consider Inquisitors their Favored Souls; mortals possessed of a divine spark that emboldens and empowers them with special abilities. Often confused for clerics or paladins, Inquisitors are neither and don’t adhere to the tenants of their faith as closely as their more cloistered brethren.
Because they are freer to do what they please, they are paradoxically more inclined to follow the directions of their gods, seeing portents in everything and testing their convictions through a mixture of karma and omens. As such, Inquisitors don’t typically set up home fellowships or stay with one congregation, but readily undertake adventures to further the will of their gods. A complacent Inquisitor is a dead Inquisitor.

CREATING AN INQUISITOR
As you make your Inquisitor character, spend some time thinking about your deity and the
obligations that your favored status imposes upon you. Did you search for your deity, or did your deity find and choose you? Do you chafe under the obligations or serve joyfully in anticipation of the rewards promised to you?
Work with your DM to determine how big a part your deity will play in your character's adventuring career. What kind of relationship do you have with your deity? Is it friendly, antagonistic, uneasy, or romantic? How important does your deity consider you to be? What part do you play in your deities plans? Do you know other servants (clerics, druids or paladins) of your deity? Some Inquisitors find messages from their deities etched on trees, mingled among tea leaves, or adrift in the clouds - messages that only the Inquisitor can see. Others converse with their deities in dreams or waking visions, or deal only with intermediaries.

CLASS FEATURES
As an Inquisitor, you gain the following class features:
HIT POINTS
Hit Dice: ld8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: ld8 (or 5) + your Constitution modifier per Inquisitor level after 1st

PROFICIENCIES
Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Hand crossbow, Rapier and Whip
Tools: Disguise Kit
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Arcana, Athletics, Deception, History, Intimidation, Intuition, Investigation, Medicine, Nature, Perception, Persuasion, Religion, Stealth, and Survival.

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) a Warhammer (if proficient)
(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a holy symbol


THE INQUISITOR



LevelProficiencyFeaturesCantrips KnownSpells PreparedSpell SlotsSpell Points*Slot LevelJudgments Known
1st+2Domain, spellcasting, stern gaze22121st-
2nd+2Cunning Initiative, divine judgments, rebuke heathen23241st2
3rd+2Dogma, solo tactics24262nd2
4th+2Ability Score Improvement35262nd2
5th+3Bane, beacon of truth, compel heathen (CR 1/2)362103rd3
6th+3Ability Score Improvement372103rd3
7th+3Domain power382124th3
8th+3Ability Score Improvement392124th3
9th+4Compel Heathen (CR 1)3102145th4
10th+4Compelling Presence4102145th4
11th+4Improved Judgment, compel heathen (CR 2)4113215th4
12th+4Ability Score Improvement4113215th4
13th+5Domain power4123215th5
14th+5Compel Heathen (CR 3)4123215th5
15th+5Sanctified Mind4133215th5
16th+5Ability Score Improvement4133215th5
17th+6Domain power4144285th6
18th+6Compel Heathen (CR 4)4144285th6
19th+6Ability Score Improvement4154285th6
20+6Final Judgment4154285th6

*You choose (with DM permission) if you use Spell Slots or Spell Points, you don't get both.

SPELLCASTING: As a conduit for divine power, you can cast Inquisitor spells (see list at the end of the document).
Cantrips: At 1st level, you know two cantrips of your choice from the Inquisitor spell list. You learn additional Inquisitor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Inquisitor table.

Spellcasting Ability: Intelligence is your spellcasting ability for your Inquisitor spells. The power of your spells comes from your study of your deity and your place in the universe. You use your Intelligence whenever an Inquisitor spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Inquisitor spell you cast and when making an attack roll with one.
Preparing and Casting Spells: The Inquisitor table shows how many spell slots or spell points you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot or spell points equal to the spell’s level or higher. You regain all expended spell slots or points when you finish a short rest. You prepare the list of Inquisitor spells that are available for you to cast, choosing from the Inquisitor spell list. When you do so, choose a number of Inquisitor spells equal to your Intelligence modifier + your Inquisitor level (minimum of one spell). The spells must be of a level equal to or below the maximum spell level indicated on the chart. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Inquisitor spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting: You can cast an Inquisitor spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus: You can use a Holy Symbol as a spellcasting focus for your Inquisitor spells.


DOMAIN
Like a cleric’s deity, an Inquisitor’s deity influences what magic she can perform and her values. Although not as tied to the tenets of the deity as a cleric, an Inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An Inquisitor can select one domain from among those belonging to her deity. An Inquisitor gains the bonus spells listed for each domain, and additional abilities as they level.



Domain
Bonus 1st
Bonus 2nd
Bonus 3rd
Bonus 4th
Bonus 5th


Arcane (Signifer)
detect magic, magic missiles
magic weapon, Nystul's magic aura
dispel magic, magic circle
arcane eye, Leomund's secret chest
planar binding, teleportation circle


Death (Slayer)
false life, ray of sickness
blindness/deafness, ray of enfeeblement
animate dead, vampiric touch
blight, death ward
antilife shell, cloudkill


Knowledge (Slayer)
command, identify
augury, suggestion
nondetection, speak with dead
arcane eye, confusion
legend lore, scrying


Life (Templar)
bless, cure wounds
lesser restoration, spiritual weapon
beacon of hope, revivify
death ward, guardian of faith
mass cure wounds, raise dead


Light (Signifer)
burning hands, faerie fire
flaming sphere, scorching ray
daylight, fireball
guardian of faith, wall of fire
flame strike, scrying


Nature (Templar)
animal friendship, speak with animals
barkskin, spike growth
plant growth, wind wall
dominate beast, grasping vine
insect plague, tree stride


Tempest (Signifer)
fog cloud, thunderwave
gust of wind, shatter
call lightning, sleet storm
control water, ice storm
destructive wave, insect plague


Trickery (Slayer)
charm person, disguise self
mirror image, pass without trace
blink, dispel magic
dimension door, polymorph
dominate person, modify memory


War (Templar)
divine favor, shield of faith
magic weapon, spiritual weapon
crusader's mantle, spirit guardians
freedom of movement, stoneskin
flame strike, hold monster



STERN GAZE
Inquisitors are skilled at sensing deception and intimidating their foes. An Inquisitor receives Expertise on all Insight and Intimidate checks.

CUNNING INITIATIVE
At 2nd level, an Inquisitor adds her Intelligence modifier on initiative checks, in addition to her Dexterity modifier.

DIVINE JUDGMENTS
In your study of divine lore, you have unearthed divine judgments, fragments of forgotten knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two divine judgments of your choice. Your judgment options are detailed at the end of the class description. When you gain certain Inquisitor levels, you gain additional judgments of your choice, as shown in the Judgments Known column of the Inquisitor table. Additionally, when you gain a level in this class, you can choose one of the judgments you know and replace it with another judgment that you could learn at that level.

REBUKE HEATHEN
At 2nd level, you gain the ability to Rebuke Heathen. As an action, you present your Holy Symbol and speak a Damnation censuring the Heathens (Anyone not of your faith). Each Heathen that can see or hear you within 30 feet of you must make a Charisma saving throw against your Inquisitor spell save DC. If the Heathen fails its saving throw, it is rebuked for 1 minute or until it takes any damage. A rebuked Heathen must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Beginning at 6th level, you can use this ability twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.



DOGMA
At 3rd level, your deity enforces a dogma upon you, further increasing your power and fulfilling a role within the church. Each domain ties to one of the dogma’s, but that is merely a suggestion –there’s no reason a specific Inquisitor can’t accept any dogma, regardless of which domain he adheres to.

SIGNIFER
Signifers are the magic enforcers of the Inquisitor ranks. Using spells over brawn to bring their prey into submission, they tend to lead from the rear, making not only their own presence known, but their deity’s as well. You learn the Firebolt cantrip as well as an additional Skill chosen from the Inquisitor skill list.


SLAYER
Slayers are the shock troops of the Inquisitor ranks. Favoring stealth and disguises to reconnoiter the unknown, they make formidable assassins in their own right. You learn the Minor Illusion cantrip and you can maximize any spell or weapon effect that deals necrotic or poison damage a number of times equal to your Proficiency bonus. This ability resets on a long rest.


TEMPLAR
Templar are the brute squad of the Inquisitor ranks. They are heavy armor wearing no-nonsense warriors who wade into and out of combat in better shape than their enemies.
You learn Heavy Armor proficiency, additionally, you can use a bonus action to expend one spell slot (or equivalent in spell points) to regain 1d8 hit points per level of the spell slot expended.


SOLO TACTICS
Starting at 3rd level, the Inquisitor can choose (1) one of the following boons to activate on a Bonus Action while allies provide the prerequisite effect. Tactics can be changed per round, requiring a Bonus Action to activate, and the prerequisites must be met each time.
Coordinated Defense: Opponents have disadvantage using melee and spell attacks against you. Prerequisite: Opponents must have at least two of your allies attacking them.
Coordinated Maneuvers: You gain advantage on melee and spell attacks against an opponent. Prerequisite: Opponents must have at least two of your allies attacking them.
Lookout: Gain advantage on Initiative rolls or advantage on attacks in a surprise round. Prerequisite: You are adjacent to an ally at the start of a combat encounter.
Outflank: You gain advantage on attacks while flanking. Prerequisite: Ally must be flanking your opponent with you.
Precise Strike: You deal an additional 1d6 Sneak Damage while flanking. Prerequisite: Ally must be flanking your opponent with you.
Shield Wall: You gain a +1 bonus when using a shield for each adjacent ally who is wielding a shield. Prerequisite: Ally must be adjacent and using a shield.


ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 6th, 9th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

BANE
At 5th level, an Inquisitor can imbue one of her weapons with the bane weapon special ability as a Bonus Action. Bane deals an additional 2d6 Damage, based on the Dogma chosen. Signifers deal Fire damage, Slayers deal Poison damage and Templars deal Radiant damage. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid). Once selected, the type can be changed as a Bonus Action. This ability only functions while the Inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the Inquisitor before the duration expires. This ability lasts for a number of minutes equal to the Inquisitor’s Proficiency Bonus. These minutes do not need to be consecutive and recharge on a long rest.

BEACON OF TRUTH
Your fervor for truth and justice bends the world around in such a way that a permanent aura of truth extends from you in a 5 feet circle (like the spell Zone of Truth). You can use this feature a number of times equal to 1 + your Intelligence modifier, and it lasts one minute. When you finish a long rest, you regain all expended uses.

COMPEL HEATHEN
Starting at 5th level, when a creature fails its saving throw against your Rebuke Heathen feature, the creature falls to the ground helpless if its challenge rating is at or below a certain threshold, as shown in the Inquisitor table.


DOMAIN POWER
At 7th level, you gain an additional ability according to your domain:



Domain
Ability
Arcane (Signifer)
Spell Breaker: when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Death (Slayer)
Inescapable Destruction: All necrotic damage ignores resistance to necrotic damage
Knowledge (Slayer)
Read Thoughts: As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw If the creature succeeds on the saving throw, you can't use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.
Life (Templar)
Blessed Healer: The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Light (Signifier)
Warding Flare: When a creature that you can see within30 feet of you attacks you or a creature other than you, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Nature (Templar)
Dampen Elements: When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Tempest (Signifier)
Thunderous Strike: When you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away from you.
Trickery (Slayer)
Cloak of Shadows: As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
War (Templar)
War God’s Blessing: when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.


COMPELLING PRESENCE
Your Presence alone is strong enough to compel creatures with similar ideals to your whims, gaining advantage on Deception, Intimidation, Investigation, and Persuasion checks as long as the creatures share your base alignment (good, evil or neutral).

IMPROVED JUDGMENTS
You can use two Judgments at the same time.

DOMAIN POWER
At 13th level, you gain an additional ability according to your domain:



Domain
Ability
Arcane (Signifer)
Potent Spellcasting: you add your Intelligence modifier to the damage you deal with any cantrip.
Death (Slayer)
Divine Strike: You infuse your weapon with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 necrotic damage. This stacks with your Bane ability.
Knowledge (Slayer)
Potent Spellcasting: you add your Intelligence modifier to the damage you deal with any cantrip.
Life (Templar)
Divine Strike: You infuse your weapon with radiant energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 radiant damage. This stacks with your Bane ability.
Light (Signifier)
Potent Spellcasting: you add your Intelligence modifier to the damage you deal with any cantrip.
Nature (Templar)
Divine Strike: You infuse your weapon with elemental energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 fire damage. This stacks with your Bane ability.
Tempest (Signifier)
Divine Strike: You infuse your weapon with thunderous energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 thunder damage. This stacks with your Bane ability.
Trickery (Slayer)
Divine Strike: You infuse your weapon with poison. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 poison damage. This stacks with your Bane ability.
War (Templar)
Divine Strike: You infuse your weapon with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 2d8 weapon damage. This stacks with your Bane ability.


SANCTIFIED MIND
By 15th level, you become immune to psychic damage, any effect that would sense your emotions or read your thoughts, divination spells, and the charmed condition. This even foils wish spells and spells or effects of similar power used to affect your mind or to gain information about you.

DOMAIN POWER
At 17th level, you gain an additional ability according to your domain:



Domain
Ability
Arcane (Signifer)
Arcane Mastery: Choose 1 spell from levels 1-5 from the Wizard spell list. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as Inquisitor spells for you.
Death (Slayer)
Reaper: When you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target.
Knowledge (Slayer)
Visions of the Past: you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dream-like, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Intelligence score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest,
Object Reading. Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Intelligence score), you can spend 1 additional minute for each owner to learn the same information about that creature.
Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Intelligence score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life (Templar)
Supreme Healing: All of your healing spells are Maximized.
Light (Signifier)
Corona of Light: You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage
Nature (Templar)
Master of Nature: As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Tempest (Signifier)
Stormborn: You have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Trickery (Slayer)
Invoke Duplicity: As an action, you create up to four perfect illusions of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusions appear in unoccupied spaces that you can see within 30 feet of you. As a bonus action on your turn, you can move any number of the illusions up to 30 feet to a space you can see, but they must remain within 120 feet of you. For the duration, you can cast spells as though you were in any of the illusions spaces, but you must use your own senses.
Additionally, when both you and any of your illusions are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how
distracting the illusion is to the target. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.

War (Templar)
Avatar of Battle: You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.



FINAL JUDGMENT
Your Judgment becomes the Word of your Deity. Gain the use of one of the power words per long rest: Power Word Heal, Power Word Kill or Power Word Stun


DIVINE JUDGMENTS
If a Divine Judgment has prerequisites, you must meet them to learn it. You can learn the Judgment at the same time you meet its prerequisites. Judgments require a Bonus Action to use, and once activated, last 1 minute. You can activate Judgments a total of your Intelligence modifier times per long rest. Once activated, you can swap out one effect for another as a bonus action.

BLADE MASTERY [Prerequisite: 5th level Inquisitor; Slayer or Templar Dogma] – You can attack with your weapon twice. instead of once whenever you take the Attack action on your turn.
DESTRUCTION – Increase all weapon damage rolls by your Proficiency Bonus.
ELDRITCH MASTERY [Prerequisite: 11th level Inquisitor; Signifer Dogma] – Whenever you cast a spell (including cantrips) with a casting time of one Action, you can cast any cantrip as a Bonus Action.
HEALING – You regenerate a number of hit points per round equal to your Proficiency Bonus.
HEALING BURST [Prerequisite: Templar Dogma] – When you use a spell slot or spell points to heal yourself, you can opt to heal everyone else you designate in a 10’ radius around you for the amount you would have healed.
JUSTICE - Double your Proficiency Bonus to hit with spells and weapons. At 10th level, the judgment also grants Advantage on all attacks.
PIERCING –When activated, you can choose one type of energy effect [Acid, Cold, Fire, Lightning, Necrotic, Radiant or Thunder]. When using the chosen type of energy, Resistance is ignored and Immunity is reduced to Resistance.
POUNCE FROM THE SHADOWS [Prerequisite: Slayer Dogma] – You can cast Misty Step, at will, whenever you are hidden.
PROTECTION – Gain a bonus to your armor class equal to your Proficiency Bonus. At 10th level, this aura negates critical hits, as per the Adamantine armor quality.
PURIFY WITH FIRE [Prerequisite: Signifer Dogma] – When you hit with Fire Bolt, the target continues to burn, dealing your Intelligence modifier in damage for a number of rounds equal to your Proficiency Bonus. Subsequent hits override the time interval.
PURITY – Gain a bonus to Saving Throws equal to your Intelligence modifier. At 10th level, the bonus is doubled against curses, diseases and poisons.
RESILIENCY – Non-magical weapon damage is reduced by your Proficiency Bonus. This effect stacks with Heavy Armor Mastery.
RESISTANCE - When activated, you can choose one type of energy effect [Acid, Cold, Fire, Lightning, Necrotic, Radiant or Thunder]. You gain Resistance to that energy effect.
SMITING – Your weapon is considered magic for overcoming resistance. If the Inquisitor wields a magical weapon, all numerical aspects are increased by 1 (For instance, a Sun Blade would be considered a +3 weapon that deals 2d8 points of radiant damage while wielded by an Inquisitor using Smiting.)


INQUISITOR SPELL LIST



Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level
Blade WardAlarmAidAura of VitalityAura of LifeCircle of Power
Chill TouchBaneBlindness / DeafnessBestow CurseAura of PurityCommune
FriendsCommandCalm EmotionsClairvoyanceBanishmentDestructive Wave
GuidanceCompelled DuelShatterCrusader’s MantleCompulsionDispel Evil and Good
LightCure WoundsContinual FlameDispel MagicConfusion Flame Strike
MendingComprehend LanguagesEnhance AbilityElemental WeaponDeath WardGeas
Poison SprayDetect Evil and GoodFind TrapsFearDimension DoorGreater Restoration
ResistanceDetect MagicGentle ReposeHasteDivinationHallow
Sacred FlameDetect Poison and DiseaseHold PersonMagic CircleFreedom of MovementLegend Lore
Spare the DyingDisguise SelfLesser RestorationNon-detectionGuardian of FaithMass Cure Wounds
ThaumaturgyDivine FavorLocate ObjectProtection from EnergyLocate CreatureModify Memory
True StrikeGuiding BoltMagic WeaponRemove CursePhantasmal KillerScrying
HeroismSee InvisibilitySending Stone ShapeRaise Dead
Inflict WoundsSilenceSlowStoneskin
Protection from Evil and GoodSpiritual WeaponSpeak with Dead
Purify Food and DrinkWarding BondTongues
SanctuaryZone of Truth
Shield of Faith[/tr]